[−][src]Struct gdnative::StaticBody
core class StaticBody
inherits PhysicsBody
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
StaticBody
is an unsafe pointer, and all of its methods are unsafe.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using StaticBody::free
.
Class hierarchy
StaticBody inherits methods from:
Methods
impl StaticBody
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pub fn new() -> StaticBody
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Constructor.
Because this type is not reference counted, the lifetime of the returned object
is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using StaticBody::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub unsafe fn _reload_physics_characteristics(&mut self)
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pub unsafe fn get_bounce(&self) -> f64
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pub unsafe fn get_constant_angular_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_constant_linear_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_friction(&self) -> f64
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pub unsafe fn get_physics_material_override(&self) -> Option<PhysicsMaterial>
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pub unsafe fn set_bounce(&mut self, bounce: f64)
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pub unsafe fn set_constant_angular_velocity(
&mut self,
vel: Vector3D<f32, UnknownUnit>
)
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&mut self,
vel: Vector3D<f32, UnknownUnit>
)
pub unsafe fn set_constant_linear_velocity(
&mut self,
vel: Vector3D<f32, UnknownUnit>
)
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&mut self,
vel: Vector3D<f32, UnknownUnit>
)
pub unsafe fn set_friction(&mut self, friction: f64)
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pub unsafe fn set_physics_material_override(
&mut self,
physics_material_override: Option<PhysicsMaterial>
)
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&mut self,
physics_material_override: Option<PhysicsMaterial>
)
pub unsafe fn to_physics_body(&self) -> PhysicsBody
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Up-cast.
pub unsafe fn to_collision_object(&self) -> CollisionObject
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Up-cast.
pub unsafe fn to_spatial(&self) -> Spatial
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Up-cast.
pub unsafe fn to_node(&self) -> Node
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = PhysicsBody>
pub unsafe fn _get_layers(&self) -> i64
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pub unsafe fn _set_layers(&mut self, mask: i64)
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pub unsafe fn add_collision_exception_with(&mut self, body: Option<Node>)
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pub unsafe fn get_collision_exceptions(&mut self) -> VariantArray
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pub unsafe fn get_collision_layer(&self) -> i64
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pub unsafe fn get_collision_layer_bit(&self, bit: i64) -> bool
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pub unsafe fn get_collision_mask(&self) -> i64
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pub unsafe fn get_collision_mask_bit(&self, bit: i64) -> bool
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pub unsafe fn remove_collision_exception_with(&mut self, body: Option<Node>)
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pub unsafe fn set_collision_layer(&mut self, layer: i64)
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pub unsafe fn set_collision_layer_bit(&mut self, bit: i64, value: bool)
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pub unsafe fn set_collision_mask(&mut self, mask: i64)
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pub unsafe fn set_collision_mask_bit(&mut self, bit: i64, value: bool)
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pub unsafe fn to_collision_object(&self) -> CollisionObject
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Up-cast.
pub unsafe fn to_spatial(&self) -> Spatial
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Up-cast.
pub unsafe fn to_node(&self) -> Node
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for StaticBody
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fn clone(&self) -> StaticBody
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fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Copy for StaticBody
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impl Debug for StaticBody
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impl Deref for StaticBody
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type Target = PhysicsBody
The resulting type after dereferencing.
fn deref(&self) -> &PhysicsBody
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impl DerefMut for StaticBody
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fn deref_mut(&mut self) -> &mut PhysicsBody
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impl Free for StaticBody
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unsafe fn godot_free(self)
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impl FromVariant for StaticBody
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fn from_variant(variant: &Variant) -> Result<StaticBody, FromVariantError>
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impl GodotObject for StaticBody
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> StaticBody
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unsafe fn from_return_position_sys(obj: *mut c_void) -> StaticBody
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for StaticBody
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fn construct() -> StaticBody
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impl QueueFree for StaticBody
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unsafe fn godot_queue_free(&mut self)
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impl ToVariant for StaticBody
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for StaticBody
impl !Send for StaticBody
impl !Sync for StaticBody
impl Unpin for StaticBody
impl UnwindSafe for StaticBody
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,